根据当地法律,在密集的城市环境中直观的人群行为

C. Loscos, David Marchal, Alexandre Meyer
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引用次数: 212

摘要

在游戏,娱乐,医疗和建筑应用中,创建人口稠密的虚拟城市环境最近变得普遍。在本文中,我们希望提供一种技术,可以实时模拟多达10,000名行人的行走。这种环境的模拟是困难的,因为需要在现实主义和实时模拟之间找到平衡。本文提出了一种行人人群仿真方法,旨在提高行人的局部反应和全局反应。该方法将空间细分为二维网格,以避免行人与行人之间的碰撞,同时为行人分配目标,使其轨迹更平滑和连贯。目标被自动计算并连接到一个反映城市结构的图表中,并触发行人密度的空间重新划分。当区域变得拥挤时,为了创造真实的反应,本地方向被实时存储和更新,允许出现行人流。结合不同的方法有助于建立更逼真的模型,同时保持多达10,000个模拟行人的实时帧率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Intuitive crowd behavior in dense urban environments using local laws
In games, entertainment, medical and architectural applications, the creation of populated virtual city environments has recently become widespread. In this paper we want to provide a technique that allows the simulation of up to 10,000 pedestrians walking in real-time. Simulation for such environments is difficult as a trade off needs to be found between realism and real-time simulation. This paper presents a pedestrian crowd simulation method aiming at improving the local and global reactions of the pedestrians. The method uses a subdivision of space into a 2D (two-dimensional) grid for pedestrian-to-pedestrian collision avoidance, while assigning goals to pedestrians to make their trajectories smoother and coherent. Goals are computed automatically and connected into a graph that reflects the structure of the city and triggers a spatial repartition of the density of pedestrians. In order to create realistic reactions when areas become crowded, local directions are stored and updated in real-time, allowing the apparition of pedestrian streams. Combining the different methods contributes to a more realistic model, while keeping a real-time frame rate for up to 10,000 simulated pedestrians.
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